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Revision: 1.25
Committed: Sun Dec 17 23:10:34 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.24: +6 -6 lines
Log Message:
another bug, do some adjustments to coredumping 'algorithm'

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 /*
25 * General convenience functions for crossfire.
26 */
27
28 #include <global.h>
29 #include <funcpoint.h>
30 #include <material.h>
31
32 #include <sys/time.h>
33 #include <time.h>
34 #include <glib.h>
35
36 /*
37 * The random functions here take luck into account when rolling random
38 * dice or numbers. This function has less of an impact the larger the
39 * difference becomes in the random numbers. IE, the effect is lessened
40 * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers,
41 * to specifically disable luck in certain rolls, simply by making the
42 * numbers larger (ie, 1d1000 > 500 vs 1d6 > 3)
43 */
44
45 /*
46 * Roll a random number between min and max. Uses op to determine luck,
47 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
48 * Generally, op should be the player/caster/hitter requesting the roll,
49 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
50 */
51
52 int
53 random_roll (int min, int max, const object *op, int goodbad)
54 {
55 int omin, diff, luck, base, ran;
56
57 omin = min;
58 diff = max - min + 1;
59 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
60
61 if (max < 1 || diff < 1)
62 {
63 LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max);
64 return (min); /* avoids a float exception */
65 }
66
67 ran = RANDOM ();
68
69 if (op->type != PLAYER)
70 return ((ran % diff) + min);
71
72 luck = op->stats.luck;
73 if (RANDOM () % base < MIN (10, abs (luck)))
74 {
75 /* we have a winner */
76 ((luck > 0) ? (luck = 1) : (luck = -1));
77 diff -= luck;
78 if (diff < 1)
79 return (omin); /*check again */
80 ((goodbad) ? (min += luck) : (diff));
81
82 return (MAX (omin, MIN (max, (ran % diff) + min)));
83 }
84 return ((ran % diff) + min);
85 }
86
87 /*
88 * This is a 64 bit version of random_roll above. This is needed
89 * for exp loss calculations for players changing religions.
90 */
91
92 sint64
93 random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
94 {
95 sint64 omin, diff, luck, ran;
96 int base;
97
98 omin = min;
99 diff = max - min + 1;
100 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
101
102 if (max < 1 || diff < 1)
103 {
104 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
105 return (min); /* avoids a float exception */
106 }
107
108 /* Don't know of a portable call to get 64 bit random values.
109 * So make a call to get two 32 bit random numbers, and just to
110 * a little byteshifting. Do make sure the first one is only
111 * 32 bit, so we don't get skewed results
112 */
113 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
114
115 if (op->type != PLAYER)
116 return ((ran % diff) + min);
117
118 luck = op->stats.luck;
119 if (RANDOM () % base < MIN (10, abs (luck)))
120 {
121 /* we have a winner */
122 ((luck > 0) ? (luck = 1) : (luck = -1));
123 diff -= luck;
124 if (diff < 1)
125 return (omin); /*check again */
126 ((goodbad) ? (min += luck) : (diff));
127
128 return (MAX (omin, MIN (max, (ran % diff) + min)));
129 }
130 return ((ran % diff) + min);
131 }
132
133 /*
134 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
135 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
136 * Generally, op should be the player/caster/hitter requesting the roll,
137 * not the recipient (ie, the poor slob getting hit).
138 * The args are num D size (ie 4d6) [garbled 20010916]
139 */
140
141 int
142 die_roll (int num, int size, const object *op, int goodbad)
143 {
144 int min, diff, luck, total, i, gotlucky, base, ran;
145
146 diff = size;
147 min = 1;
148 luck = total = gotlucky = 0;
149 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
150 if (size < 2 || diff < 1)
151 {
152 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
153 return (num); /* avoids a float exception */
154 }
155
156 if (op->type == PLAYER)
157 luck = op->stats.luck;
158
159 for (i = 0; i < num; i++)
160 {
161 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky)
162 {
163 /* we have a winner */
164 gotlucky++;
165 ((luck > 0) ? (luck = 1) : (luck = -1));
166 diff -= luck;
167 if (diff < 1)
168 return (num); /*check again */
169 ((goodbad) ? (min += luck) : (diff));
170 ran = RANDOM ();
171 total += MAX (1, MIN (size, (ran % diff) + min));
172 }
173 else
174 {
175 total += RANDOM () % size + 1;
176 }
177 }
178 return (total);
179 }
180
181 /*
182 * Another convenience function. Returns a number between min and max.
183 * It is suggested one use these functions rather than RANDOM()%, as it
184 * would appear that a number of off-by-one-errors exist due to improper
185 * use of %. This should also prevent SIGFPE.
186 */
187
188 int
189 rndm (int min, int max)
190 {
191 int diff;
192
193 diff = max - min + 1;
194 if (max < 1 || diff < 1)
195 return (min);
196
197 return (RANDOM () % diff + min);
198 }
199
200 /* decay and destroy persihable items in a map */
201
202 void
203 decay_objects (maptile *m)
204 {
205 int x, y, destroy;
206 object *op, *otmp;
207
208 if (m->unique)
209 return;
210
211 for (x = 0; x < MAP_WIDTH (m); x++)
212 for (y = 0; y < MAP_HEIGHT (m); y++)
213 for (op = get_map_ob (m, x, y); op; op = otmp)
214 {
215 destroy = 0;
216 otmp = op->above;
217 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
218 break;
219 if (QUERY_FLAG (op, FLAG_IS_FLOOR) ||
220 QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) ||
221 QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) ||
222 QUERY_FLAG (op, FLAG_UNIQUE) || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) || QUERY_FLAG (op, FLAG_UNPAID) || IS_LIVE (op))
223 continue;
224 /* otherwise, we decay and destroy */
225 if (IS_WEAPON (op))
226 {
227 op->stats.dam--;
228 if (op->stats.dam < 0)
229 destroy = 1;
230 }
231 else if (IS_ARMOR (op))
232 {
233 op->stats.ac--;
234 if (op->stats.ac < 0)
235 destroy = 1;
236 }
237 else if (op->type == FOOD)
238 {
239 op->stats.food -= rndm (5, 20);
240 if (op->stats.food < 0)
241 destroy = 1;
242 }
243 else
244 {
245 if (op->material & M_PAPER || op->material & M_LEATHER ||
246 op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID)
247 destroy = 1;
248 if (op->material & M_IRON && rndm (1, 5) == 1)
249 destroy = 1;
250 if (op->material & M_GLASS && rndm (1, 2) == 1)
251 destroy = 1;
252 if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1)
253 destroy = 1;
254 if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1)
255 destroy = 1;
256 if (op->material & M_ICE && MAP_TEMP (m) > 32)
257 destroy = 1;
258 }
259 /* adjust overall chance below */
260 if (destroy && rndm (0, 1))
261 op->destroy ();
262 }
263 }
264
265 /* convert materialname to materialtype_t */
266
267 materialtype_t *
268 name_to_material (const char *name)
269 {
270 materialtype_t *mt, *nmt;
271
272 mt = NULL;
273 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
274 {
275 if (strcmp (name, nmt->name) == 0)
276 {
277 mt = nmt;
278 break;
279 }
280 }
281 return mt;
282 }
283
284 /* when doing transmutation of objects, we have to recheck the resistances,
285 * as some that did not apply previously, may apply now.
286 */
287
288 void
289 transmute_materialname (object *op, const object *change)
290 {
291 materialtype_t *mt;
292 int j;
293
294 if (op->materialname == NULL)
295 return;
296
297 if (change->materialname != NULL && strcmp (op->materialname, change->materialname))
298 return;
299
300 if (!IS_ARMOR (op))
301 return;
302
303 mt = name_to_material (op->materialname);
304 if (!mt)
305 {
306 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname);
307 return;
308 }
309
310 for (j = 0; j < NROFATTACKS; j++)
311 if (op->resist[j] == 0 && change->resist[j] != 0)
312 {
313 op->resist[j] += mt->mod[j];
314 if (op->resist[j] > 100)
315 op->resist[j] = 100;
316 if (op->resist[j] < -100)
317 op->resist[j] = -100;
318 }
319 }
320
321 /* set the materialname and type for an item */
322 void
323 set_materialname (object *op, int difficulty, materialtype_t *nmt)
324 {
325 materialtype_t *mt, *lmt;
326
327 #ifdef NEW_MATERIAL_CODE
328 int j;
329 #endif
330
331 if (op->materialname != NULL)
332 return;
333
334
335
336 if (nmt == NULL)
337 {
338 lmt = NULL;
339 #ifndef NEW_MATERIAL_CODE
340 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
341 {
342 if (op->material & mt->material)
343 {
344 lmt = mt;
345 break;
346 }
347 }
348
349 #else
350 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
351 {
352 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
353 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
354 {
355 lmt = mt;
356 if (!(IS_WEAPON (op) || IS_ARMOR (op)))
357 break;
358 }
359 }
360 #endif
361 }
362 else
363 {
364 lmt = nmt;
365 }
366
367 if (lmt != NULL)
368 {
369 #ifndef NEW_MATERIAL_CODE
370 op->materialname = lmt->name;
371 return;
372 #else
373
374 if (op->stats.dam && IS_WEAPON (op))
375 {
376 op->stats.dam += lmt->damage;
377 if (op->stats.dam < 1)
378 op->stats.dam = 1;
379 }
380 if (op->stats.sp && op->type == BOW)
381 op->stats.sp += lmt->sp;
382 if (op->stats.wc && IS_WEAPON (op))
383 op->stats.wc += lmt->wc;
384 if (IS_ARMOR (op))
385 {
386 if (op->stats.ac)
387 op->stats.ac += lmt->ac;
388 for (j = 0; j < NROFATTACKS; j++)
389 if (op->resist[j] != 0)
390 {
391 op->resist[j] += lmt->mod[j];
392 if (op->resist[j] > 100)
393 op->resist[j] = 100;
394 if (op->resist[j] < -100)
395 op->resist[j] = -100;
396 }
397 }
398 op->materialname = add_string (lmt->name);
399 /* dont make it unstackable if it doesn't need to be */
400 if (IS_WEAPON (op) || IS_ARMOR (op))
401 {
402 op->weight = (op->weight * lmt->weight) / 100;
403 op->value = (op->value * lmt->value) / 100;
404 }
405 #endif
406 }
407 }
408
409 /*
410 * Strip out the media tags from a String.
411 * Warning the input string will contain the result string
412 */
413 void
414 strip_media_tag (char *message)
415 {
416 int in_tag = 0;
417 char *dest;
418 char *src;
419
420 src = dest = message;
421 while (*src != '\0')
422 {
423 if (*src == '[')
424 {
425 in_tag = 1;
426 }
427 else if (in_tag && (*src == ']'))
428 in_tag = 0;
429 else if (!in_tag)
430 {
431 *dest = *src;
432 dest++;
433 }
434 src++;
435 }
436 *dest = '\0';
437 }
438
439 const char *
440 strrstr (const char *haystack, const char *needle)
441 {
442 const char *lastneedle;
443
444 lastneedle = NULL;
445 while ((haystack = strstr (haystack, needle)) != NULL)
446 {
447 lastneedle = haystack;
448 haystack++;
449 }
450 return lastneedle;
451
452 }
453
454 #define EOL_SIZE (sizeof("\n")-1)
455 void
456 strip_endline (char *buf)
457 {
458 if (strlen (buf) < sizeof ("\n"))
459 {
460 return;
461 }
462 if (!strcmp (buf + strlen (buf) - EOL_SIZE, "\n"))
463 buf[strlen (buf) - EOL_SIZE] = '\0';
464 }
465
466 /**
467 * Replace in string src all occurrences of key by replacement. The resulting
468 * string is put into result; at most resultsize characters (including the
469 * terminating null character) will be written to result.
470 */
471 void
472 replace (const char *src, const char *key, const char *replacement, char *result, size_t resultsize)
473 {
474 size_t resultlen;
475 size_t keylen;
476
477 /* special case to prevent infinite loop if key==replacement=="" */
478 if (strcmp (key, replacement) == 0)
479 {
480 snprintf (result, resultsize, "%s", src);
481 return;
482 }
483
484 keylen = strlen (key);
485
486 resultlen = 0;
487 while (*src != '\0' && resultlen + 1 < resultsize)
488 {
489 if (strncmp (src, key, keylen) == 0)
490 {
491 snprintf (result + resultlen, resultsize - resultlen, "%s", replacement);
492 resultlen += strlen (result + resultlen);
493 src += keylen;
494 }
495 else
496 {
497 result[resultlen++] = *src++;
498 }
499 }
500 result[resultlen] = '\0';
501 }
502
503 /**
504 * Taking a string as an argument, mutate it into a string that looks like a list.
505 * a 'list' for the purposes here, is a string of items, seperated by commas, except
506 * for the last entry, which has an 'and' before it, and a full stop (period) after it.
507 * This function will also strip all trailing non alphanumeric characters.
508 * It does not insert an oxford comma.
509 */
510
511 void
512 make_list_like (char *input)
513 {
514 char *p, tmp[MAX_BUF];
515 int i;
516
517 if (!input || strlen (input) > MAX_BUF - 5)
518 return;
519 /* bad stuff would happen if we continued here, the -5 is to make space for ' and ' */
520
521 strncpy (tmp, input, MAX_BUF - 5);
522 /*trim all trailing commas, spaces etc. */
523 for (i = strlen (tmp); !isalnum (tmp[i]) && i >= 0; i--)
524 tmp[i] = '\0';
525
526 strcat (tmp, ".");
527
528 p = strrchr (tmp, ',');
529 if (p)
530 {
531 *p = '\0';
532 strcpy (input, tmp);
533 p++;
534 strcat (input, " and");
535 strcat (input, p);
536 }
537 else
538 strcpy (input, tmp);
539
540 return;
541 }
542
543 /////////////////////////////////////////////////////////////////////////////
544
545 #if 0
546 refcounted *refcounted::rc_first;
547
548 refcounted::refcounted ()
549 {
550 refcnt = 0;
551 rc_next = rc_first;
552 rc_first = this;
553 }
554
555 refcounted::~refcounted ()
556 {
557 assert (!rc_next);
558 assert (!refcnt);
559 }
560 #endif
561
562 void *salloc_ (int n) throw (std::bad_alloc)
563 {
564 void *ptr = g_slice_alloc (n);
565
566 if (!ptr)
567 throw std::bad_alloc ();
568
569 return ptr;
570 }
571
572 void *salloc_ (int n, void *src) throw (std::bad_alloc)
573 {
574 void *ptr = salloc_ (n);
575
576 if (src)
577 memcpy (ptr, src, n);
578 else
579 memset (ptr, 0, n);
580
581 return ptr;
582 }
583
584 void assign (char *dst, const char *src, int maxlen)
585 {
586 if (!src)
587 src = "";
588
589 int len = strlen (src);
590
591 if (len >= maxlen - 1)
592 {
593 if (maxlen <= 4)
594 {
595 memset (dst, '.', maxlen - 1);
596 dst [maxlen - 1] = 0;
597 }
598 else
599 {
600 memcpy (dst, src, maxlen - 4);
601 memcpy (dst + maxlen - 4, "...", 4);
602 }
603 }
604 else
605 memcpy (dst, src, len + 1);
606 }
607
608 tstamp now ()
609 {
610 struct timeval tv;
611
612 gettimeofday (&tv, 0);
613 return tstamp (tv.tv_sec) + tstamp (tv.tv_usec) * tstamp (1e-6);
614 }
615